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LIMITED WARRANTY

Strateg ic Simulations, Inc . ("SSI ") warrants that the diskette ori wh ich the enclosed program is recorded will be free from defects in materials and workmanship for a period of 30 days from th e date of pu rchase. If within 30 days of purchase the disk­ette proves defective in any way, you may return it to Strategic Simulations, Inc ., 1046 N. Rengstorff Ave., Mountain View, CA 94043 and SS I wil l replace it free of cha rge. In add iti on, if the diskette proves defecti ve at any time after the first 30 days, retu rn the diskette to SS I and SSI will replace it for a charge of $10.00. Please all ow about four weeks for delivery.

SSI MAKES NO WA RRANTIES, EITHER EXPRESS OR IMPLI ED, WITH RESPECT TO TH E SOFTWARE PROGRAM RE CO RDED ON THE DI SK ETIE OR THE GAME DESCRIBED IN THIS RULE BOO K, THE IR QUALITY, PERFORM ANC E, MER­CHANTABILITY OR FITNESS FOR ANY PARTI CULAR PURPOSE. TH E PROG RAM AND GAME ARE SOLD "AS IS." THE ENTIR E RI SK AS TO TH EIR QUALITY AN D PERFORMANCE IS WITH THE BUYER. IN NO EV ENT WILL SSI BE LIABLE FOR DIRE CT, INDIRECT, INCIDENTAL, OR CONS EQUENTIAL DAMAGES RES ULTIN G FROM AN Y DEFECT IN THE PR OG RAM OR GAM E EVEN IF SS I HAS BEE N AD­VISED OF THE POSS IBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW TH E EXC LUSI ON OR LIMITATI ON OF IMPLIED WA RR ANTIES OR LI AB ILITY FOR IN CIDENTAL OR CON SEQUE NTIAL DAMAGES, SO THE ABOVE LIM ITATION OR EXC LUSION MAY NOT APPLY TO YO U.)

The enc losed software prog ram and th is Rule Book are copyrigh ted . Al l rights are reserved. Thi s Rule Book may not be copied, photographed, reprod uced, or translated or reduced to any electrical med ium or machine- readable form, in whole or in part, without pri or written consent from SS I. The program accompanying this Rule Book may be copied, by the orig ina l purchaser only, as necessary for use on the computer for which it was purchased.

© 1986 by Strategic Simulations , Inc. All Rights Reserved .

If you are unable to make a backup copy of your d isk (most of our games have some form of copy-protec ti on), you may pu rchase a backup disk from SSI for $10 plus $2 for shi pping and handl ing. Cali fornia res idents , add appl icable sa les tax.

What to do if you have a defective disk Each of our games undergoes extensive playtesting prior to its release. Through thi s process we hope to uncover. and correct, any errors in programming. However, due to the comp lex nature of our simulati ons, some program errors may go undetected until after publicat ion. In addit ion to errors in the program, there are occas ionally problems with the d isk itself. We experience the indus try standard of approximatel y a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective. make sure to check your disk drive. Up to 95% of the d isks returned to us as defecti ve will run fine on our computer systems. Often the problem is with a d isk drive that needs servicing for al ign ment , speed. or clean ing.

Shou ld you have a defective disk, please return the disk on ly (keep all other parts of the game) to our Customer Support Department. along wi th a note describing th e prob lem you have encountered. A replacement disk will be provided upon our receipt of th e defective disk .

Should you uncover an error in the program. return both your game d isk and any."save game" d isks to our Customer Support Department. Please enclose a descripti on of what was taki ng place in the game wh en the error occ urred. Upon co rrecti on of the prog ram error, we wi ll return an updated disk to you .

Always make sure to inc lude your name. address. and daytime telephone number with any correspondence. We wi ll do our best to see that any problems are correc ted as soon as poss ible.

TABLE OF CONTENTS

I. THE JOURNAL . . . . . . . . . . . . . 1

II. GETTING STARTED . ....... 3 A. Booting Instructions . .. ... . 3 B. Resuming a Saved Game . . 3 C. Starting a New Game ..... 3

Ill. COMMANDS .... . ....... .. . 3

IV. OVERLAND MOVEMENT .. 5 A. Terrain . . . ... .... . .. ... . .. 5

I . Plains 2. Farmland 3. Desert 4. Woods 5. M ountains 6. Wi lderness 7. Water 8. Roads 9. Cities

I 0. Oilfields 11 . Swamp 12. Long Island 13. Cape Cod I 4. Devastated Areas 15. Coasts. Sma JJ Islands. Cays

B. Winter . . . . .. .. . ... . . . . ... 6

V. VEHICLES ................. . 6 A. Vehicle Attributes . . . . . . . . . 6

I . M ass 2. Structure 3. M aximum Speed 4. M aneuverability 5. Braking 6. Acceleration 7. Missile Factors 8. Missile Protection 9. Volleys

10. Tires I I . Boarding Factors 12. Interior Crew Capacity 13. Topside Crew Capacity 14. Fuel Consump tion

B. Maintenance ... .. ... . . . . . 8 I . Structural Damage 2. Flat Tires

C. Improvements . .. ........ . . 8

VI. SUPPLIES . . . . . . . . . . . . . . . . . . 8 A. Carrying Capacity ... . ..... 8 B. Consumption . . . .......... 8 C. Caches ...... .. . . . .. .. .. . . 8

VII. PEOPLE .. ...... .. ....... . . . 8 A. Gang Members ..... .. . . . . 8

I . Quality 2. Recruiting 3. Cronies

B. Encounters .. ... .. ........ 8 I . Agents and Scientists 2. Hea lers 3. Footgang Commands 4. Footgangs 5. Residents 6. Mutants 7. Road Gangs

VIII. ROAD COMBAT ... .... .... 12 A. Modes of Combat

Resolution . . . . . . . . . . . . . . . 12 B. Deployment . . . . . . . . . . . . . 12

I . Crewing Vehicles 2. Dep loying Vehicles on

the Tactica l M ap C. Movement on the

Tactical Map . . . . . . . . . . . . . 12 I . Viewing the Tactica l M ap 2. Chang ing Speed 3. M aneuvering 4. M oving 5. Terrain Effects

D. Ramming . . . . . . . . . . . . . . . . 1'2 I . Structura l Damage 2. Speed Alterations 3. Overruns

E. Fire Combat ... ... . ...... 13 I . Vo lleys 2. Facing 3. Line of Sight 4. W eapon Types 5. Tires 6. Missile Protection

F. Boarding Combat . . . . . . . . 13 I . Lim itations on Boarding 2. Order o f Combat 3. Vehicle Captures 4. Crew Transfers

G. Aftermath . . . . . . . . . . . . . . . 14

IX. QUICK COMBAT . . . . . . . . . . 14 A. Quick Combat . . . . . . . . . . . 14

I . Delay Leng th 2. Ram Ratio 3. Aiming Prio rity

X. MISCELLANEOUS . . . . . . . . . 14 A. Controlling Cities . . . . . . . . 14 B. Radio Direction Finder . . . 14 C. Command Limitations . . . . 14 D. Surprises . . . . . . . . . . . . . . . . 14

XI. PLAYERS' NOTES . . . . . . . . . 14

APPENDIX . . . .. . . . . . . . . . . . . .. . . 17

LIST OF REGIONS . . . . . . .. . . . . . 18

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I. THE JOURNAL In a dimly lit corner of a government archive. you can find a dust-covered volume chronicling the most horrifying years in human history. It 1s the journal of the Director of the top secret Government Underground Biolab. and it reveals the institute's heroic struggle against the invasion of 1999. Thejournal has been retained. but one hopes that the world never again will need its lessons.

March 29, 1999 Washington is a zoo. St. Andrew's received 187 new cases of the strange "bug" yesterday. The city is panicking. Unfortunately. ours is not an isolated case. Twenty-two other cities have had similar outbreaks of disease. So far, HEW is investigating the routine methods of contamination: poisoned food. bad batches of medicine. etc. We have been alerted. but no quarantines have been set up yet. The symptoms are extreme: the incoherent patient usually experiences debilitating nausea. chills. and high fever. Tomorrow. we'll receive blood and tissue samples for analysis. I'll assign Pintero to the work.

May 7, 1999 We now have a national epidemic. Pintero found the cause of the disease a bacterium in three different forms. At first. the bacterium exists in a pupal stage. much like a caterpillar. The bacterium in this form causes great damage to the entire human neurological system. In the next stage. a cocoon. the bacterium becomes dormant causing very little or no damage. But later. about two months after the adult bacterium breaks out of the cocoon. the patient dies. Pintero's experiments on rats convinced me that we don't have much time; the disease runs its course in about a year. We've got to produce a vaccine that prevents maturation. Once we've done that. we'll have to find a cure. r m creating a special medical task force. In the meantime. we'll work with HEW to find out how this thing spreads. They suspect foul play.

May 27, 1999 It's worse than any of us thought. They used fake passports to get here. Anderson

located one of them in Philadelphia. and I flew out for the interrogation in her guarded hospital room. Even truth serum didn't make her talk or dull the hatred in her eyes. As she succumbed to the disease. she spoke deliriously of /1er home and her cause. We know only that she hates anything associated with the U.S. Her blood samples indicate the bacterium has matured. She has only a month to live. but I can't feel sorry for this suicidal lunatic.

June 8, 1999 This one talked. It's grim The plan originated with a fanatic sect. Some of their scientists genetically engineered the bacteria. They injected one hundred volunteers. then sent them to the U.S. to spread the disease. They have been very effective; 82% of our country is infected to some degree. But the sect itself devel­oped a cure. Many of the sect's members have received the vaccine. When I asked this member about the vaccine. he just laughed and turned his head to the wall . Our task force must succeed.

June 13, 1999 The country is dissolving into anarchy. The President most of the Congress. the military. and the police forces lie in hospitals - if they're lucky. Those that aren' t lie in the streets. Barely able to move. they can't find sufficient food and water. I remain isolated here with other GUB members. I pray for my family each minute. each second . . . But there is hope. since we know a vaccine can be produced. The sect that infiltrated has one. Surely. we can produce a vaccine. too. The task force has a few leads; I'm sure we are closer to our goal.

July 7, 1999 The Secretary called me today. " Herrell. it's getting beyond our control. We're calling the National Guard to stem some of the looting."

" What can I do. Sir?" " / think you'd better get that special

task force of yours into the field to see the bacterium at work. to get a sample of the vaccine and analyze it. "

" They're close. sir. Close to a real breakthrough."

"They'd damn well better be. Have them report to me tomorrow. 1· II arrange new locations. Everything top secret. of course." I th ink about the members of the task force. They are eager to go into the field. But I know .. . out there. it could mean their deaths.

July 8, 1999 We stood listening to the Secretary. every­one tense. white-faced. Then. carrying small satchels of supplies. the task force boarded the helicopter. Each member had been given pellets of food and vitamin concentrates that would reduce his food consumption by half The general popula­tion can get pellets only by looting the few shelters that contain them.

July 20, 1999 Nuclear bombs have struck strategic cities across the U.S. With the defense system down. we could not protect ourselves or retaliate. The bastards. Radiation will cause horrible sickness. The worst of it is that not all of the bombs exploded. Some of the hardware was defective. So in various cities there are bombs likely to explode at any time. People wi ll flee to cities to escape the existing radiation only to be annihilated by the delayed explosions.

Anderson and Rogers tell me that the cities are divided into small sections. each ruled by a gang with a strong leader. In some cases. where the leader is strong enough. the gang rules the entire city. Funny to think of Boston run by a motorcycle gang.

A gang leader usually gains control when he has a doctor. a drill officer. and a politician supporting him. Rogers. who made it back from the upper north side. said a leader called Mox is in control there.

Mox found his doctor while looting for supplies at a hospital. A doctor. depending on the degree of his ski ll. may be able to save a diseased soldier. Rogers doesn't know how. but he's seen men live who by rights should have died.

Drill officers at old military bases are usually willing to come with the gang leader. The drill officer is responsible for training and discipline. With training by a drill officer and experience in battle, a

gang member has his fighting ability increased.

Incredibly. even in a bio and nuclear war, politicians talk - and people listen. Mox found his politician by allowing needy people to join his band. Bureau­crats controlled Mox's area. but the politician reduced the amount of bribes Mox had to pay to them.

These gang leaders. together with their three cronies. can control cities. They can protect against or permit looting and other activities. But can they last?

August 2, 1999 Now we must fight against a land invasion. Their forces. already inoculated. are everywhere. Heavily armed with conventional weapons. the invaders struck along the coasts and came through Mexico. Our own resistance has had mixed results. Few people are equipped - or even physically able - to fight the invaders. The gang leaders seem to have the best chances.

No phones. no mail. I hear little from the outside world and the agents have increasing difficulty returning. But a message did get through from one of the eight. They are very. very close to a breakthrough.

August 21 , 1999 The radiation from the nuclear bombs caused a strange mutation in the bacterium. The new strain affects the aggression-controlling area of the brain, causing extremely violent behavior. People carrying the new strain are called mutants.

Ironically. the invaders' vaccine is not effective against the mutated bacterium. The invaders now are experiencing the agonies others have felt. They die from the mutated disease; we die from the original disease. Each side needs the other side's vaccine. The doctors (now called healers) who have the new vaccine cure people. but at a huge price. All men must be cured at the same time or they become reinfected.

I feel disoriented and defeated.

October 6, 1999 Travel ·is becoming extremely difficult for our agents. They must obtain food and gas. and if they are ill. the vaccine. Transportation is a problem. There is

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snow and (lo one to plow the northern roads. Snow tires w ill cover twice as much ground as conventional tires. but they can be found in tire stores only. I loathe being forced to encourage looting.

November 20, 1999 Our supplies are dwindlng. We've always kept a two-year cache of food and water. but w e've gone through nearly half of that. Will we, too. become common looters and gang members w hen we've ea ten it all?

It must be time to bring the agents back to GUB ... all eight of them. Dade, Maca ll is ter. Washington. Pintero. Smid­lapp. Trotier. Mills. and Sinh.

I need a leader. I hear tha t there are individual gang leaders w ho control several cities at once. When a gang leader contro ls enough ci ties. I'll send an agent out to relay instructions. If the gang leader is loyal to our cause. he' ll help the scientists to get back here. By the time he brings six or seven of them. I'll feel I can trust him and let him use the last Radio Direction Finder to locate the remaining one or two.

December 25, 1999 I wa it. Each tick of the clock signifies one moment gone. one fewer remaining. My men collapse. physica lly and mentally. I. myself. am not well. the images of pain. terror. and death in my dreams. It is Christmas Eve. I 999. The snow fa lls, mercifully covering the ugly scars. The old Christmas ca rols come to mind . 0 Holy Night ..

II. GETTING STARTED A. Booting Instructions Apple Family: Insert the disk. front side facing up. Turn on your computer. Make certain the CAPS LOCK key is depressed. Commodore Family: Turn on the com­puter and the disk drive. Insert the game disk. front side facing up. Type LOAD " * ",8 and press RETURN/ ENTER. When the pro­gram is loaded and the ready prompt ap­pears, type RUN and press RETURN/ ENTER. Atari 800 : Turn on the disk drrve. Insert the drsk with the front srde facing up. Remove dll cartridges from your computer. (Note: /\n 800XL owner must ho ld down the OP-

TION key when turning on the computer to boot a disk.) Turn on your computer.

B. Resuming a Saved Game When asked w hether you wish to resume a saved game. type Y and fo llow the prompts on your screen.

C. Starting a New Game When asked w hether you w ish to resume a saved game. type N. When asked to enter the name of your gang, type a name of no more than 20 characters. and press RETURN/ ENTER.

Ill. COMMANDS AJbandon Vehicle. You may abandon any of your vehicles. When you respond to the computer prompt wi th the ID number of a vehicle, that vehicle is dropped. and the remain ing vehicles are renumbered. C)ity, Scouting. You may send out scout­ing parties to search out the inhabitants of the city. Respond to the computer prompt with the number of each rank that is to be sent. Some of the scouting parties wi ll not return.

DJrop Supplies. You may drop any amount (up to the amount ca rried) of Food, Tires. Fuel, Guns. and M edica l Supplies.

EJmpire Status. The computer displays all of the cities contro lled by the player as well as pertinent information regarding progress towards w inning. FJix Tires. The gang takes time out to replace damaged Tires w ith spares.

GJang Status Report. The report consists of two parts: Gang Stats and Vehicle Stats. See Figure Ill for an explanation.

Note: A similar disp lay wi ll be used in deploying your troops prior to detailed road combat. HJeal Sick with Antitoxin. If there is enough antitoxin, the crew is inoculatc>d . against disease. One unit of antitoxin cures 50 crew. IJnitialize Save Game Disk. Respond to the compute( s instruction to insert a blank disk and the disk will be formatted for your use. K) Check Contents of Cache. The com­puter displays any supplies previously stored by a player in the currently occupied city.

GANG STATS

XX (I ) MAXIMUM VEHICLES I 5 (2) NUMBER OF VEHICLES: I 0

TOT AL CAPACITY PASSENGER CAPACITY

FUEL CONSUMPTION:

FOOD: TIRES: FUEL AMMO: GUNS MEDICAL SUPPLIES ANTITOXIN:

TOTAL SUPPLIES

8350 456

HEALTHY (3) 31 (4)

I 109 * 32 * (5)

4694 5941 3

405 27 39

6267 (6)

(I) Gang name. (2) Number of vehicles. (3) Hea lth indica tor. (4) Fuel consumed in 1 move. (5) Supply display. An *

indicates the presence of a special item (snow tires and food supplements this time).

(6) Total capacity used. (7) Cronies and the RDF are

shown in this area. (8) Total crew listed by

rank, Armsmaster through Escort.

DOCTOR DRILL SERGEANT POLITICIAN RDF (7)

CREW (A/ B/C/ D/ E) : I 10/23/ 12/ 1/3 = 149 (8) PRESS ANY KEY TO CONTINUE. X TO EXIT

VEHICLE STATS

VEHICLE I (I)

STRUCTURE: MANEUVERABILITY: BRAKING: ACCELERATION WEAPON TYPES TIRES: SPEED: FACING

TRAILER TRUCK (2)

60/ 60 3/3

2 (3 ) I

F/ F 18/ 18 6/8

6

PROTECTION (l/R/ F/ B/ T) : 5/5/3/ 1/ 1 (4)

INTERIOR CREW CAPACITY INTERIOR CREW QUALITY:

51 12/6/6/5/2 (5)

TOPSIDE CREW CAPACITY: 50 TOPSIDE CREW QUALITY: 6/5/5/5/ I PRESS < OR > TO CHANGE VEHICLE, G FOR GANG STATS, OR X TO EXIT

Figure Ill

(I) Vehicle ID No. (2) Vehicle Type. (3) Vehicle Stats. The numbers

listed with a slash show present/maximum values. Weapon type is C) rossbow or F) irearm. Speed is 1 O's of MPH. Note: This vehicle is improved from the Bas ic Trailer Truck.

(4) Missile Protection Factor for Le~ .

Right. Front. Back, Top. 5 is solid metal. 0 is open air.

(5) Crew on board. Shown are the maximum number of crew in and on the vehicle. Listed are the crew aboard this vehicle. in order of rank Armsmaster through Escort.

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L)oot. Search for. The gang searches for usable items. Items exist in a number of locations. but they may or may not be found in the search. Looting has a chance of success in all but forest or desert terrain. M)anpower Report. The computer dis­plays the gang members by rank.

P)eople, Search for. The gang patrols an area. actively searching for other people. Generally. the search leads to footgang encounters. O)ult Game.

R)ecall Saved Game. You may recall a game position from a disk and resume play from that position. Remember to save a current position to a disk (or it will be lost) before recalling a previous one. S)ave Game to Disk. You may save a game position to disk and resume play from that position at a later time. The save disk must first be formatted. using the I command. Only one game may be saved per disk. Play may be continued aher saving the game. Note: You may find it wise to save your game frequently. especially early in the game. nransfer Supplies to/ from Cache. You may distribute supplies among the vehicles and the cache. This command may be used only when the gang is in a metropolitan area. U)se Radio Direction Finder. You have a chance of acquiring an RDF to use in tracking down the scientists. Use of the RDF is explained in the rules (Section X. B.)

V)ehlcles, Search for. You may search the immediate vicinity for abandoned vehicles. This is the primary means of meeting a gang's vehicular transport needs.

WI Damage Report. During the move­ment or fire portions of tactical combat. you may view a brief report on the damage suffered by the active vehicle. X) Examine Supplies. The computer dis­plays a summary of the supplies carried by the gang at present. Number keys (1-8). The gang moves I space in the indicated direction on the overland map.

I =North 3=East S=South ?=West 2=North- 4=South- 6=South- B=North-

east east west west

5

Note: Not all commands are available from all menus. As a general rule. all commands pertinent to a given situation are available. For example. during road combat ahermath the G. X and D commands are available. Don't hesitate to press a command key at any menu. If it is available it will be acti­vated. If unavailable no harm will be done.

IV. OVERLAND MOVEMENT

Overland movement is controlled by the number keys. I represents north. 2 north­east. 3 east. and so forth to 8 which represents northwest. For easy reference. a directional rosette appears on the map in the middle of this rulebook.

Each movement on the overland map represents travel of approximately fihy to seventy-five miles.

A. Terrain 1. Plains. Plains represent range land and other rural terrain not primarily used for agriculture. Roads are few and of poor qual­

ity; travel is slow. Ranches are common. but farms Jess so. Other establishments are few and far between. People are scarce.

12 . Farmland. Farmland repre­sents land used primarily. for agriculture. Roads are in poor condition. slowing travel . Farms

are very common; they are sometimes raided for food by road gangs. Other people are scarce. • • 3. Desert. Desert represents bar-• •• • ren terrain with no roads to speak ... of. Little life exists in the desert.

To run shy of fuel is to perish. 4. Woods. Woods represent areas of virgin forest with few roads and no habitation worth I mentioning. Woods are another

place in which to be sure of one's fuel supply.

~ I

5. Mountains. Mountains are very rugged terrain with no roads. Travel is almost impossible.

6. Wilderness. Wilderness rep­resents rugged. forested land untouched by the hand of man. Passage is impossible.

7. Water. You may be the savior of your race. but you can' t drive on water.

8. Roads. Roads represent large interstates and multi- lane high­ways. Not all were left intact by the war. Many smaller cities and

towns dot their lengths. Road gangs may find sufficient supplies for subsistence. Travel is rapid despite numerous wrecks and abandoned vehicles.

9. Cities. Cities are large metro­politan areas. Metroplexes are areas formerly populated by at least five million souls. Large metropoli are areas formerly of at least one million. and small metropoli had well in excess of a hundred thousand inhabitants. Small metropoli tend to be even smaller in the west. The cities are the stomping grounds of a wide variety of social groups. some benign. others quite unsavory.

Supplies are plentiful. but can be exhausted. The larger the metropolis. the more inex­haustible the sustenance. Travel is no prob­lem; there are a multitude of highways and byways which allow easy bypass of the streets choked with wrecks and abandoned vehicles.

10. Oilfields. Oilfields are areas in which petroleum was king. Roadgangs battle daily for access to the vast s1:1pplies of fuel still

available there.

~ ~

I

11. Swamp. Swamp represents tracts of soh. treacherous. wet. and slimy land. Swamps are not hospitable to wheeled vehicles.

12. Long Island. Long Island may be entered only via the New York City metroplex.

13. Cape Cod. Vehicles cannot drive across Cape Cod Bay. so access is via the farmlands due west of the Cape.

14. Devastated Areas. These sites of cities formerly destroyed by nukes are unpleasant at best. There is little be gained in these

desolate places. Mutants are a constant danger.

Bl 15. Coasts, Small Islands, Cays, and others. These areas consist mainly of water. See Water.

B. Winter December. January. and February bring unpleasant road conditions to the northern portion of the map. Operations are slowed to a crawl.

V. VEHICLES A Vehicle Attributes The basic attributes of each type of vehicle are given in the Vehicle Table.

The attributes that may be modified during play appear in the vehicle status section of the Gang Status Report. Type the command letter "G" to view the report.

If a vehicle attribute does not appear in the vehicle status report on the screen.it cannot be modified during play. 1. Mass. Capacity and weight of a vehicle. 2. Structure. The vehicle's resistance to physical destruction. 3. Maximum Speed. The maximum speed of the vehicle in MPH. Maximum speed can be reduced by the loss of tires during combat. 4. Maneuverability. The ability to turn. 5. Braking. The ability to slow down. 6. Acceleration. The ability to speed up. 7. Missile Factors. The maximum number of crew who may fire through each facing of a vehicle. 8. Missile Protection. The amount of cover the vehicle affords against enemy fire through each facing. 9. Volleys. If the vehicle carries a sufficient crew. this is the number of times a vehicle's crew may fire during each fire phase. You can have either I or 2 volleys. 10. Tires. The number of tires possessed by a vehicle in good working order. Vehicles with 0 tires have treads or extremely hea")' tires. 11 . Boarding Factors. Dependent on fac­ing and location in or on the vehicle. this is the maximum number of crew who may board enemy vehicles or transfer within or among friendly vehicles.

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12. Interior Crew Capacity. The maxi­mum number of crew who may ride inside the vehicle. 13. Topside Crew Capacity. The maxi­mum number of crew who may ride atop the vehicle.

14. Fuel Consumption. The amount of fuel the vehicle requires to move once. The vehicle may carry in its fue l tank fuel equal to twice its fuel consumption (that is, the amount required to move twice) without taking up space in its carrying capacity.

VE HICLE SIZE MS

Motorcycle* s I Sidecar* s 2 Compact Conv. s 3 Compact H.T s 3 Midsize Conv. M 5

Midsize H.T M 5 Sports Car Conv. s 4 Sports Car H.T s 4 Station Wagon M 6 Limousine M 8

Van M 7 Pickup Truck M 9 Offroad Conv. M 6 Offroad H. T. M 6 Bus L 14

Tractor* M JO Construction Veh.* L 18 Flatbed Truck L 16 Trai ler Truck L 20

Abbreviations: MS= Mass ST = Structure MX =Max Speed in MPH MN= Maneuverability BR =Braking AC = Acceleration

ST

3 5 8 8 J3

J3 JO JO J5 20

18 23 15 J5 35

25 45 40 50

VEHICLE TABLE MISSILE

MISS ILE PROTECTION BOARDING FACTOR FACTOR FACTOR

MX MN BR AC L/R F B L/R F B lms L/ R T B

100 4 2 2 2 2 2 0 2 0 2 J 0 J 60 4 2 2 3 3 3 O/ J 2 2 3 J 0 J 80 3 2 J 3 2 2 J J J 4 J/2 0 2 70 3 2 J 4 4 4 2 2 2 4 Oj i 2 0 90 2 2 J 3 2 3 J J J 4 2/3 0 3

80 2 2 J 4 5 6 2 2 2 4 J/2 2 0 J20 3 2 2 3 2 3 J J J 4 2/3 0 2 J20 3 2 2 4 4 4 2 2 2 4 0/ 1 2 0 80 2 2 I 6 5 6 2 2 2 4 2/3 3 3 100 2 2 1 6 5 6 2 2 2 4 J/2 3 3

70 2 2 J 8 5 6 2 2 2 4 0/3 3 3 80 2 2 J 6 4 3 J 2 J 4 4/5 0 3 70 2 2 J 2 2 2 J I 1 4 J/2 0 2 70 2 2 J 3 3 3 2 2 2 4 0/ 1 2 0 70 1 1 1 26 3 5 2 2 2 6 0/2 10 0

40 2 1 1 3 3 3 0 1 0 T 2 0 2 30 2 J 1 4 4 4 0 1 0 T 3 0 3 80 I 1 I 14 4 4 0 2 0 14 6/7 0 4 80 I 1 1 14 4 8 5 2 0 18 0 JO 5

L/R = Left or Right Facing F =Front Facing B =Back Facing T =Topside Facing

CREW CAPACITY

INT. EXT

2 0 3 0 6 0 4 4 8 0

5 6 6 0 4 4 8 9 8 9

Jl 12 J4 2 4 0 4 2

51 5J

3 0 4 0

51 2 5J 50

Missile Factor is the number of crew which can fire in a given direction.

Missile Protection Factor is the armor protecting the interior crew. It may be improved. Top armor starts at zero.

FUEL ~PA CITY J 5 J 20 2 45 2 45 3 J25

3 J25 4 80 4 80 3 180 4 320

3 245 4 405 4 J80 4 J80 JO 980

6 500 JO 1620 8 1280 JO 2000

TRS = The number of tires the vehicle uses. T indicates treads.which may not be destroyed. Fuel = The amount of fuel consumed by the vehicle during strategic movement.

Twice this value may be carried in its tanks.

* = May fire one volley only during any fire phase. All other vehicles may fire two volleys if crew permits.

Size = The facing icon used to represent a vehicle in tactical combat is dependent on the size of the vehicle.

B. Maintenance 1. Structural Damage. Vehicles may sus­tain structural damage during combat with enemy vehicles. This damage may be re­paired at various body shops located while looting. 2. Flat Tires. Tires may be lost during combat. These can be repaired after com­bat. Repair requires that your gang carry a sufficient number of replacement tires.

C. Improvements Vehicles may be improved during play by the discovery of certain special locations while looting. Some enemy road gangs may drive improved vehicles.

VI. SUPPLIES

A Carrying Capacity Each vehicle can carry an amount of sup­plies equa l to the number of Spaces in its carrying capacity. The total capacity of the gang's vehicles is displayed in the Gang Status Report. Each unit of supply of Food, Tires, Fuel, Guns, and Medica l Supply takes up one Space of the total capacity. Ammo and Antitoxin take up no spaces. The Fuel needed for two moves is stored in a vehi­cle's tank; th is amount is not displayed on the status report and does not take up Space.

B. Consumption Each night each member of your gang eats one unit of food. Each time your gang moves. its veh icles consume fuel equal to the fuel consumption figu re given in the Gang Status Report. Hea lers require various amounts of medica l supplies in exchange for their seNices. Tires are consumed in repa iring battle damage. Every time a mem­ber of your gang fires a gun. one round of ammo is expended.

C. Caches You may stash up to 255 units each of Food, Tires, Firearms, Fuel. and Medical Supplies in each metropolitan area. Sup­plies may be transferred free ly between your gang's supplies and your cache while in the area in which the supplies have been stored.

VII. PEOPLE

A Gang Members I . Quality. Almost all of the people you encounter will be rated armsmaster, body­guard, commando, dragoon. or escort. in order of decreasing effectiveness. A mem­be( s quality reflects the likelihood of that member's suNival in all events. 2. Recruiting. Gang members may be recruited by searching for people and send­ing envoys. The higher the quality of the prospective gang member, the less likely he is to join your gang 3. Cronies. A crony can be of inva luable aid in your travels. Only one of each spe­cialty can travel with you; therefore, when you encounter and accept a new one into your gang. your former specialist leaves. Each crony practices his trade with a dif­ferent degree of skill.

a. DOCTOR. If your gang includes a doctor, its casual t ies in foot combat are reduced and fewer men are lost to disease and accident. The quality of your doctor determines his effectiveness. You must judge his ski ll from the resu lts of his work.

b. DRILL SERGEANT. If your gang in­cludes a drill sergeant, its losses to deser­tion and recklessness are decreased and the number of men promoted is increased. The quality of your drill sergeant deter­mines his effectiveness.

c. POLITICIAN. If your gang includes a politician, he can seNe as your envoy and liaison w ith bureaucrats. He is your mouth­piece and can ta lk himself out of a canni­ba l's mouth (sometimes) or even ta lk a lesser politician out of offering to join you.

B. Encounters I . Agents and Scientists. While searching for people, you may encounter agents. They are unlikely to revea l themselves under normal conditions. Similarly, you may find scientists, who will introduce themselves at the right moment. 2. Healers. The healers are the remnants of the medica l community Bound together by their common oath, they have gathered into informal research groups to aid the sick

(continued on page 11)

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[!] = Small Metropolitan Area = Interstate Highway II = Forest s =Swamp

~ = Large Metropolitan Area [J =Oilfield B =Mountains =Water

~ = Metropolis II =Farmland II = Wilderness D = Desert

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and il!iured and seek remedies for the disease. They ask only to be supplied with medical goods and to be left alone. They heal all who seek their seNices. The healers have developed an assortment of antitoxins to cure the mutant infections. They live primarily in cities where their needs for research materials can be met more easi ly.

3. Foot Gang Commands a. SENDING ENVOYS. A dangerous mis­

sion, but the best way to gain recruits. Showing strength may be beneficial. If you have a good politician, you may not need to send troops. Note: If you send O envoys. you are returned to the previous menu.

b. FIRING A VOLLEY. This is the ultimate show of strength. It tends to cause bad feelings among the recipients.

c. WAITING. Waiting may be taken by some as a sign of weakness.

d. LEAVING. Leaving is understood by all as a sign of weakness.

4. Foot Gangs a. MERCENARIES. Soldiers of fortune,

mercenaries are groups of well-trained ex­mi litary types. It is dangerous to quarrel with them, but it is seldom necessary as they generally are wil ling to al ly with a stronger gang. Never insult a mercenary band.

b. STREET GANGSTERS. A street gang includes a mixture of stout followers and camp followers, but usua lly has a strong, intelligent leader.

c. ARMED RABBLE. Pil lagers and rapists, armed rabble are a scummy lot with little to recommend their company.

d. THE NEEDY. Mobs of staNing and pitiful souls. Any one of them might give his life for a mouthful of food.

e. CANNIBALS. These throwbacks have solved the food problem. They are wi ly ones, fond of ambushing envoy parties. The scum of the earth.

5. Residents a. LAWFUL NATIONAL GUARDSMEN.

A few cities are still under martial law imposed by isolated national guard units containing well-armed and well-trained troopers.

b. RENEGADE NATIONAL GUARDSMEN. These mutinous bands of armed and dan­gerous soldiers prey on all who are unfor­tunate enough to enter their cities.

11

c. LOCAL GANSTERS. Some cities have come under the control of intel ligently led large gangs.

d. BUREAUCRATS. Occasionally, loca l governments maintain control of their municipalities with the aid of local law en forcement agencies. Gangs who pass through must pay tol ls in most of these places

e. SURVIVALISTS. Knots of hard-core sur­viva lists, trigger-happy and dangerous, have followings in some cities.

f. THE REBORN. These are pleasant folk with a single aim, to live in peace. They never provoke a fight and anything they have is yours for the asking.

g. SATANISTS. Skulking bushwhackers. these bands want to be left alone to prac­tice their ways. They use passersby for tar­get practice and seek victims for their rites.

h. THE MOB. The country's second government holds a few cities . . They don't like intruders muscling in on their action.

i. INVADERS. These soldiers from other shores have some degree of control in all coastal and southwestern areas. Despising all road gangs for their undisciplined tactics, the invaders are very dangerous.

6. Mutants These are the diseased, psychotic zombies who want to tear all healthy people to bits. Roaming quietly at night only, they are very dangerous.

7. Road Gangs a. ARMED RABBLE. Some of these no­

accounts can actually operate a motor vehicle. To be found in all areas, they are more annoying than dangerous.

b. RENEGADE NATIONAL GUARDSMEN. These bands are more common in the hinterlands than their counterparts are in the cities. Their excellent armament makes them dangerous foes.

c. CANNIBALS. Ever see a slime drive a car? These vermin fit the bill. Poorly armed and led. they are easily dispatched.

d. TURF GANGS. There are a number of gangs which have claimed certain loca les. A gang will contest the claim of any rival road gang which infringes on its territory. Most are well armed, and many drive modified vehicles. Their training is above average.

VIII. ROAD COMBAT A. Modes of Combat Resolution There are three modes of road combat reso­lution: ABSTRACT, TACTICAL and QUICK. When a riva l road gang is encountered, the computer prompts FIGHT DETAILED ROAD COMBAT? If you respond N, the resolution is ABSTRACT and very fast and bloody. If you respond Y. the computer prompts you to insert the back of the game disk. Deploy­ment [Section VII I. B.) occurs, and is fo l­lowed by either TACTICAL combat resolu­tion or QUICK combat resolution at the playe(s option.

B. Deployment 1. Crewing Vehicles

a. AUTO-DEPLOYMENT. The computer places all of your men in vehicles. They are distributed among your vehicles as evenly as possible based on the quality of your troops. Guns are distributed to as many vehicles as possible. Folowing auto-deployment you have an opportunity to adjust the troop and weapon allocations as you choose.

b. MANUAL DEPLOYMENT. You must manually allocate your men one at a time to vehicles. You also must allocate weapon types for each vehicle for each volley. For this purpose, one half the crew constitutes a volley.

Note: When using manual deployment or when adjusting after auto-deployment, weapon types may not be altered until all troops are allocated. When the crew of a vehicle is changed, that vehicle's weapon types will be reset to crossbows. 2. Deploying Vehicles on the Tactical

Map a. DEPLOYMENT AREA. All vehicles

must be deployed in spaces w ith an X coordinate of I 0 through 19. There is no such limitation on the Y coord inate.

b. RESTRICTIONS. Vehicles may never be deployed on trees, oil derricks, rocks. fences. w recks, water, or build ings. In farm­land, veh icles never may be deployed in mud or tilled fields. In cities and on high­ways, vehicles may be deployed only on roads.

C. Movement on the Tactical Map 1. Viewing the Tactical Map. During any friendly movement turn. you may view the map by activating the viewing mode cursor. To. activate the cursor, press a number key

from 1- 8. Subsequently, each time you press a number key, the cursor moves and the map scrolls to enable viewing the en tire area. Exit viewing mode by pressing Q to continue moving vehicles.

2. Changing Speed. A vehicle may accel­erate or brake, but never both in one move. All changes in speed must be com­pleted before a vehicle moves. Changing speeds may be interspersed with turning maneuvers. 3. Maneuvering. A vehicle's maneuver­ability represents the number of 45-degree turns the vehicle may execute in a single move. Maneuverability is reduced by tire damage and high speed. Maneuverability is reduced by 1 for every 30 MPH or fraction thereof by which the vehicle's speed ex­ceeds 30 MPH. Maneuverability is reduced in proportion to the fraction of tires lost. An unmoving vehicle never can maneuver. A vehicle w ith a speed of 10 M PH can maneuver freely. 4. Moving. Vehicles can move only one space straight ahead in each move. Move­ment ends a vehicle's turn, therefore all changes of speed and turning maneuvers should be completed prior to moving. 5. Terrain Effects.

a. SPEED LOSS. When a vehicle enters any terrain, except roads, it may have a 10 MPH loss in speed. Roads never cause a loss of speed.

b. FISHTAJLING. A vehicle entering mud chances losing traction and sweNing to a different facing.

c. COLLISIONS. Vehicles which attempt to enter terrain such as rocks, oil derricks, trees, wrecks, or bui ldings a,re halted and suffer structural damage and possib ly de­struction. Fences and cacti also cause struc­tural damage, but the vehicle destroys the obstacle and is not halted.

d. WATER. Driving a vehicle into water is a sure way to lose the vehicle and all aboard.

D. Ramming Whenever a vehicle attempts to enter a space occupied by another vehicle (friendly or enemy). a ram occurs. Both vehicles may receive structura l damage. and either or both may be destroyed. I. Structural Damage. The amount of structural damage incurred by each vehicle

12

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in a ram depends on the speeds. masses. and relative facings of the vehicles involved. The faster the speeds of the vehicles. the greater the damage. Head-on rams are most destructive. broadside rams are aver­age. and front-to-rear rams are least de­structive. In any ram. each vehic le is dam­aged in inverse proportion to the ratio of its mass to the mass of the other vehicle. All vehicles have reinforced front ends and therefore receive half damage if ramming, or if rammed head-on.

2. Speed Alterations. Either or both vehi­cles involved in a ram may suffer a change in sr;ieed. 3. Overruns. If one vehicle involved in a ram outmasses the other by a great deal. the smaller vehicle may simply disintegrate and the larger experience little effect.

E. Fire Combat 1. Volleys. In fire combat. most vehicles may fire two volleys. Each volley must be fired through a different facing. If all men fire in the first volley. a second volley is not allowed. 2. Facing. Each volley must be directed through either the left. right. front or back facing of the vehicle. The number of men who may fire in a volley depends on this facing. 3. Line of Sight. Vehicles cannot see or fire through trees or buildings. To check the line of sight of a vehicle. press a facing key while holding down the control key. 4. Weapon Types. There are two types of projectile weapons: crossbows and guns. Crossbows have a maximum range of 5 spaces. Guns have a maximum range of 10 spaces and are more accurate than cross­bows at equal ranges. Both types suffer attenuation of accuracy due to range. Men armed with guns resort to crossbows if all ammo has been expended. 5. Tires. Tires may be lost due to fire combat. A loss affects the maneuverability and maximum speed of the vehicle.

6. Missile Protection. Each vehicle affords various degrees of protection for its crew dependent on the facing through which the fire is received. The higher the protec­tion factor. the better the protection. Pro­tection 5 equals complete protection.

Note: Tires have protection 4.

13

F. Boarding Combat 1. Limitations on Boarding. M en may board only vehicles which are horizontally or vertically adjacent or directly in front of or behind . See figure below.

Legal Boarding/ Transfer Locations

Bd Bd

Bd _<f_!d Bd Bd

Bd

Bd ~ Bd

Bd

Bd = Legal Boarding/Transfer Locations

Men may be killed attempting to board enemy vehicles. There never may be more boarders on a vehicle than its total crew capacity. This limitation does not include the vehic le's crew in calculating the max­imum allowable boarders. At least one interior crewman must stay aboard each friendly vehicle. 2. Order of Combat. In boarding combat. boarders. topside crew, and interior crew attack in a set order. First. the vehicle's topside crew attack any boarders. Next. boarders attack topside crew. If no topside crew remain. the boarders attack the vehi­c/e' s interior crew instead. Finally, interior crewmen attack any remaining boarders. A round of combat may end with both crew and boarders still aboard the vehicle. Combat is continued in the next boarding combat segment. 3. Vehicle Captures. When all crew have been eliminated and boarders sti ll remain. the vehicle may be captured. When a ve­hicle is captured. any remaining boarders become its crew and the vehicle may move freely in the next movement segment. 4. Crew Transfers. Any vehicle which has no enemy boarders aboard may transfer crew between the interior and topside locations of that vehicle. If no enemy board­ers are on a vehicle which is horizontally or vertically adjacent to a second friendly vehi­cle. or if the second vehicle is ·directly in front of or behind the first, the first vehicle may transfer crew to the second. Men may be killed in attempting to transfer between friendly vehicles. In all crew transfers. crew limitations of the receiving vehicle may not be exceeded. At least one interior crewman must stay aboard each friendly veh icle.

G. Aftermath. Road gangs carry significant amounts of supplies. These suppl ies be­come available to the victor when two gangs clash. If a winning gang has Jost so many vehicles that it cannot carry all of its supplies. excess supplies are Jost at random. Such losses may be mitigated by picking through the spoils left by the losing gang.

Note: The G. X and D commands are active to aid in balancing supplies after road combat.

IX. QUICK COMBAT A. Quick Combat This is a representation of tactical combat ; it can be resolved much more quickly. All aspects of fire combat and ramming are as explained in the tactical combat section. The major differences are a lack of boarding combat and a lack of the ability to capture enemy vehicles. During quick combat, all vehicles are considered to be driving at maximum speed.

1. Delay Length. The higher the delay, the longer the display will remain on the screen. Quick combat may be paused by pressing any key and then resumed by pressing any key. 2. Ram Ratio. This determines the size of enemy vehicles which your vehicles ram. A ram ratio of 1 means your vehicle rams vehicles of equal or lesser mass. A ram ratio of 2 means your vehicle rams vehicles of half your mass or less. A ram ratio of V2 means your vehicle rams vehicles up to twice your mass. etc.

3. Aiming Priority. Prior to quick combat. you are prompted to enter a priority for each location (topside. interior. or tires) for your group's fire. Each number you assign must be from 1 to 8. The total of the three numbers must be exactly 10.

X. MISCELLANEOUS A Controlling Cities One method of avoiding residential en­counters is to take control of one or more cities. If a city is controlled by a rival faction. your gang must best them in combat sometimes repeatedly. to usurp power. The smaller cities are less desirable and there­fore easier to control.

B. Radio Direction Finder It is possible to gain possession of a Radio Direction Finder during play. Tt:ie RDF may be used to locate the ultra-secret. elusive scientists. To activate the RDF, press the U key. To select a scientist's homer to be locked into, press 1 or 2.

C. Command Limitations At the beginning of a game. your gang may possess a maximum of 6 vehicles. After that. whenever you complete a tac­tical (not abstract or quick) combat with a rival road gang, this maximum is increased by 1. The absolute maximum number of vehicles your gang may possess is 15.

Note: Vehicles lost during tactical com­bat still apply toward this maximum until the conclusion of the combat.

D. Surprises You may encounter surpri ses during your tenure as ganglord. Some are pleasant. others unpleasant. They might be specialty shops, side trips. and/or cities of special interest.

XI. PLAYERS' NOTES . The following notes were excerpted from the logs of notorious gang leaders.

A. " Ace" Nader, leader of the AAA

Dec. 4, 1999. These up-and-coming road gangs are a blessing in disguise. They don't realize they are just dogmeat for any real gang. I call them "welcome wagons." 'cause they keep my gang supplied with food. guns. fuels ... what have you. They even deliver/ Dec. 9, 1999. Forget what 1 said before. Ran into a real gang today. Called them­selves the LA Skulls. Put up a real good fight. We barely had time to sa lvage their supplies when reinforcements arrived. They chased us all the way to Modesto/

B. " Rocco" Scalesi, leader pro-tern of theAAA

Dec. 28, 1999. Ace bit the big one today. We ran into a heavily armored gang. even bigger than us. Ace forgot to duck. and even Doc White cou ldn't save him.

C. Elihu Lopez, leader of Dos Exis The road from Spokane to Fargo was the back breaker of 'em all. Me'n 400 boys left

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Spokane in JO vehicles. 5 of them big rigs and nothin' smal/e(n a limo. When we got to Fargo. there were 80 of us stuffed into I semi. What a ride!

The worst stretch was north of Denver when we ran out of gas. We searched for two days solid and nuthin' ! Then. all of a sudden. we Eureka' ed a fuel storage tank and we were cruisin' again.

D. J. J. Jennings, leader of the Stockton Rollers

Starting out was the hardest. I remember when there was JU St me and 6 or 8 good o/' boys in the Rollers. We started with I hot rod.

I was thankful for the advice grven me by B 0, the former leader. after I had bested him to take command. " First" he said. "you' ll need more wheels. As many as you can find. Then get a couple dozen good boys to watch your back. Don't let your gang get too big, though, until you have a bunch of food.

"Once you've got plenty of vehicle space and food, start hiring troops. Watch your food, but gather a couple hundred men at least.

" Be real careful of the invaders. Scout every town and if you find those SOBs. clear out and fast.

"The last important thing is to know where the healers hang out in the area you're in. If there are no healers, it's time to move

E. Tom "Tow-Away" Jones, leader of Repo Men

First of all, you gotta git yerse/f sompin' big, lak a bus or semi, even a bulldozer. One o' them kin carry more'n its weight in supply. Then git some dudes. some crack shots, not namby-pamby tenderfoots. Sure, ya ask 'em ta join and then send da worst of 'em on a wild goose chase scoutin' or sumpin'. Keep an eye on yer gang, lots of things kin go wrong if yer short of food or medicin'. Set up yer caches early. That way ya won't have to go muckin' around. searchin' for sumpin' ya need.

Pay ' ttention to whar yer at, too. If yer stompin' around near the Arctic Circle in fa ll, don't be surprised if it takes the whole winter ta git down to places whar ya won't

15

have ta shovel out the freeway. An' find out who's in charge when ya come into a new rown. It's safer to go /ookin' fer them than ta have 'em looking fer you. 'Sides. it's polite. Oh, yeah. and when ya grt into a tangle onna road, ya otta take real good care of yer vehicles. Don't go screamin' . down a road at a hunnerd miles an hour cause all they need ta do is stick out a foot an' boom! yer dead.

Set up yer cars in a checkerboard pattern ta give ya more whadayacallum flexibility. Remember the more roadfights ya really command, the better ya' ll git. So when ya hit some o' the really nasty road gangs lak the Muthuh Truckers or the Hot Rod Lin­coins, ya won't git creamed.

Keep in there. Keep on truckin' and ya might end up as king of the road.

F. Gorgeous George Guttierez, leader of the Marauders

What shou ld I do? My men are starving and I am low on fuel! Should I loot the town with the Nat'/ guard around? Or should I take my chances with a feudal road gang/

My men have come a long way from a bunch of dragoons/ Now I've got some well- trained bodyguards and a few elite armsmasters. Though I have some well­trained men, my attrition rate has been unusually high! There are only 28 men left out of my once loaded Mack crew.

I found 2 different foundries w ith enough workable steel between the two to build up some protection for my men on top. But now I need to find food. I decided to go south along the highway till I find a farm. I once heard there are a lot in California.

Since I keep my group compact and in one car, it's easier for me to avoid the bigger gangs with more cars. Since my group is well trained, I beat all the groups that are my size. My group, however. would not be so well trained if I had not passed by Cheyenne Mtn. in the Midwest and found that military man.

Yesterday, I was talking to Ace, leader of Triple A and I was telling him how danger­ous it was driving only one vehicle. Thanks to some great welding jobs my crew did in Chicago, my truck has taken some head-on collisions and has come out OK.

G. Jammer Jacques, leader of the Fuel is your most precious commodity. Paris 8 Gang

To My Trusted Lieutenants - to be read after my death.

Never carry so many other supplies that you have to scrimp on fuel.

July 10, 2000. We haven' t been together very long yet, but I realize now how dan­gerous it is to travel these days. We've lost many friends and followers in numerous battles, but have somehow managed to gain new recruits. Now that I'm gone, allow me to emphasize certain important facts which will help you toward reaching your goal.

Certain places are much more danger­ous than others. Follow your surviva l in­stincts and avoid prolonged stays in the most dangerous areas.

Try to train. arm, and protect your people, especially the more able ones. They are harder to replace than vehicles.

Try to maintain a balance between the size and strength of your group and its mobility

CREDITS

Game Design & Programming Jeffrey A. Johnson

Game Development Robert W. Calfee & Jeffrey A. Johnson

Playtesting Jim McPherson, George Guttierez & Jim Stuhlbarg

Customized Disk Operating System (Apple version) Roland Gustafsson

Art & Graphic Design Louis Hsu Saekow, Kathryn Lee & Ben Willemsen

Typesetting Abra Type & Kathryn Lee

Printing A&a Printers and Lithographers

16

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VEHICLE ICONS

17

Motorcycle

Side car

Compact convertible

Compact hardtop

Midsize convertible

Midsize hardtop

Sports car convertible

Sports car hardtop

Station wagon

Limousine

Van

APPENDIX (Tactical combat only)

Pickup truck

Off road convertible

Off road hardtop

Bus

Tractor

Construction vehicle

Flatbed truck

Trailer truck

FACING ICONS

FRON,. ~

<> Cll SMALL MEDIUM

-----.. . FRONT

LARGE

TERRAIN ICONS

,., -

'"

I

ROAD HAZARD ICONS

Q CocM li1 ~ Fence L!J

OBSTACLE ICONS

Poeit l Derrick

~ '°"f 8 l r:IT] (\_~

.___~ Buildings LJ

~T<m I ~.,.] "'"~

LIST OF REGIONS

REGION #1 - CANADA REGION #3 - CALIFORNIA (cont.)

CONTROLLED NOTES CITY BY CITY CONTROLLED NOTES BY

Vancouver Fresno

Winnipeg Bakersfield

Oxnard/Simi Valley/ Windsor Ventura

Toronto Los Angeles

Anaheim/Santa Ana/ Hamilton Garden Grove

Riverside/San

Ottawa Bernardino/Ontario

San Diego Montreal

Modesto Quebec

Salinas/Monterey/ Seaside

REGION #2 - MEXICO Santa Ba rbara/ Lompoc/Santa Maria

CITY CONTROLLED NOTES

BY Napa/Vallejo/ Fairfield

Tijuana Visalia

Mexicali

REGION #4 - WEST CENTRAL U.S. Hermosillo

CITY CONTROLLED NOTES BY

Durango Las Vegas

Torreon Salt Lake City

Monterrey Colorado Springs

Chihuahua Denver .

Cuidad Juarez Fargo

Omaha

REGION #3 - CALIFORNIA Wichita

CITY CONTROLLED

NOTES BY Tulsa

Sacramento Oklahoma City

Santa Rosa Minneapolis/St. Paul

San Francisco/Oaklanc Kansas City

San Jose/M tn. View Provo

Stockton Lincoln

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REGION #5 - NORTHWEST U.S. REGION #7 - SOUTH REGION #8 - NORTHEAST U.S. REGION #9 - BORDER STATES

CITY CONTROLLED NOTES BY CITY CO NTRO LLED

NO TES BY CITY

CO NTROLLED NOTES BY CITY CONTROLLED NOTES BY

Seattle New Orleans

Tacoma Memphis

Pittsburgh Phoenix

Portland Buffalo Tucson

Nashville

Spokane Rochester El Paso

Birmingham Eugene/Springfield Syracuse Albuquerque

Salem

Boise

Richmond

Norfolk/ Va. Beach/ Portsmouth

Albany/ Schenectady/ Troy

Springfield/ Ch ickopee/ Holyoke

Dallas/ Ft. Worth

Austin

Reno Raleigh/ Durham Boston San Antonio

ureensooro; Winston-Salem/ Hioh Pt.

Providence/ Warwick/ Pawtuckett Corpus Christi

REGION #6 - NORTH CENTRAL U.S. Charlotte Hartford Houston

CITY CONTROLLED NOTES BY Greenville New York City Beaumont

Louisville Atlanta Newark Amarillo

St. Louis Jacksonvi lle Scranton Brownsville

Milwaukee Tampa/ St. Petersburg Allentown Lubbock

Chicago

Gaiy/ Hammond/ E. Chicago

Orlando

W Palm Beach/ Boca Raton

Philadelphia

Wilmington

McAl/en/ Phar/ Edinburgh

Waco

Indianapolis Ft. Lauderdale/ Hollyvvood Baltimore Temple/ Killeen

Grand Rapids Miami Washington. D.C.

Flint

Detroit

Toledo

Dayton

Cincinnati

Columbus

Akron

Cleveland

Youngstown/Warren

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MASTER COMMAND LIST

A = Abandon Vehicle C = Scout the City D = Drop Supplies E = Empire Status F = Fix Tires G = Gang Status Report H = Heal Sick with Antitoxin I = Initialize Save-Game Disk K = Check Contents of Cache L = Search for Loot M = f0anpower Report

P = Search for People 0 =Quit Game R = Reca ll Saved Game S = Save Game to Disk T = Transfer Supplies to/from Cache U = Use Radio Direction Finder (RDF) V = Search for Vehicles W = Damage Report (Tactical Combat Only) X = Examine Supplies Number keys (1-8) = Move in Indicated

Direction

VEHICLE TABLE MISSILE

MISSILE PROTECTIO~ BOARDING CREW FACTOR FACTOR FACTOR CAPACm

VEH ICLE SIZE MS ST MX MN BR AC L/R F B L/R F B TRS L/R T B INT. EXT. FUEL CARRYING CAPACITY

Motorcycle* s I 3 100 4 2 2 2 2 2 0 2 0 2 I 0 I 2 0 I s Sidecar* s 2 s 60 4 2 2 3 3 3 Oj i 2 2 3 I 0 I 3 0 1 20 Compact Conv. s 3 8 80 3 2 I 3 2 2 I I I 4 1/2 0 2 6 0 2 4S Compact H.T. s 3 8 70 3 2 I 4 4 4 2 2 2 4 Oji 2 0 4 4 2 4S Midsize Conv. M s 13 90 2 2 I 3 2 3 I I I 4 2/3 0 3 8 0 3 12S

Midsize H.T. M s 13 80 2 2 I 4 s 6 2 2 2 4 1/2 2 0 s 6 3 12S Sports Car Conv. s 4 10 120 3 2 2 3 2 3 I I I 4 2/3 0 2 6 0 4 80 Sports Car H. T. s 4 10 120 3 2 2 4 4 4 2 2 2 4 0/ 1 2 0 4 4 4 80 Station Wagon M 6 IS 80 2 2 I 6 s 6 2 2 2 4 2/3 3 3 8 9 3 180 Limousine M 8 20 100 2 2 I 6 s 6 2 2 2 4 1/2 3 3 8 9 4 320

Van M 7 18 70 2 2 1 8 s 6 2 2 2 4 0/3 3 3 II 12 3 24S Pickup Truck M 9 23 80 2 2 I 6 4 3 I 2 I 4 4/S 0 3 14 2 4 40S Offroad Conv. M 6 JS 70 2 2 I 2 2 2 I I I 4 1/2 0 2 4 0 4 180 Offroad H. T. M 6 IS 70 2 2 I 3 3 3 2 2 2 4 0/ 1 2 0 4 2 4 180 Bus L 14 3S 70 I I I 26 3 s 2 2 2 6 0/2 10 0 SI SI 10 980

Tractor* M 10 2S 40 2 I I 3 3 3 0 I 0 T 2 0 2 3 0 6 SOO Construction Veh.* L 18 4S 30 2 I I 4 4 4 0 I 0 T 3 0 3 4 0 10 1620 Flatbed Truck L 16 40 80 I I I 14 4 4 0 2 0 14 6/7 0 4 SI 2 8 1280 Trailer Truck L 20 so 80 I I I 14 4 8 s 2 0 18 0 10 s SI so JO 2000

Abbreviations and terms: MS = Mass; ST = Structure; MX = Max speed 1n MPH; MN = Maneuverability; BR = Braking; AC = Acceleration; L/ R = Left or right facing; F = Front facing; B = Back facing; T = Topside facing

Size: The facing icon used to represent a vehicle in tactical combat is dependent on the size of the vehicle. Missile Factor is the number of crevv which can fire in a given direction. M issile Protection Factor 1s the armor protecting the interior crew. It may be improved. Top armor starts at zero. TRS is the number of tires the vehicle uses. T indicates treads which may nor be destroyed. Fuel 1s the amount of fuel consumed by the vehicle dunng strategic movement. Twice this value maybe earned 1n 1ts tanks. * : May fire one volley only dunng any fire phase. All other vehicles may fire two volleys 1f crew permits.

If you have any questions or problems regarding the program or game. please send a se/f­addressed. stamped envelope with your question to: Strategic Simulations, Inc., 1046 N. Rengstorff Avenue, Mountain View, CA 94043.

Or call our Hotline Number: 1415) 964-1200 every weekday. 9 to S (P.S. T.).